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How To Be A "C.O" (or, How To run a Live Gaming EvenT)  

This is a Quick Overview on how to Run a Live Gaming (Laser Tag) Event 

Welcome to the Battlefield Sports Commanding Officer course, covering the Battle Royale theme. This course focuses on how to use “SATR3” (pronounced "SAT-TAR-3"). It's technology to deliver commercial live games. The course author, Peter Lander, has more than 20 years of hands-on operational gaming experience.

how to be a C.O.
This course is designed as an overview of the fundamental elements of using the Battlefield Sports’ SATR3 system.  The focus of this course is managing a gaming session. At the end of this course, Commanding officers will know the best way to handle different types of groups in different battlefield environments. A practical explanation of how to use the SATR 3 technology is included in this course.  

This course relates to the SATR3.9 software version.

This course focuses on the Battle Royale theme. Other commanding officer courses exist for other common themes. Delivering enjoyable live games in a safe and efficient manner is the primary purpose of the Commanding Officer.   

This includes running on time, making sure customers are effectively communicated with, at each stage of a session, and managing staff. Providing on the job training to other staff is a critical part of the role. 

The Commanding Officer holds a leadership position: leading both the customers and the staff during the session. The majority of Battlefield Sports’ customers rely heavily on repeat business and customer recommendations, especially on social media. This means the best possible gaming experience must be delivered on a consistent basis. It is important to communicate with the staff that, as professionals, they are there to entertain the customers, not themselves. Avoid staff joining the games or shooting the customers whenever possible. Unless the session is a “Clan War”, it is critically important for all staff, but especially the commanding officer, to understand that we are in the entertainment industry, not the sports industry. A Commanding Officer has to be remarkably flexible because the SAT-R gaming system attracts a tremendous variety of groups. The missions, settings, and terminology must be suitable for the group.  Consider the nature of the battlefield, and, if outdoors, the weather conditions. Gamers under 10 years old or sensitive groups especially school groups are best run using the Battlefield Tag theme.  

This is not covered in this course. Within a session, individual members can vary in age, maturity, physical strength, fitness, and even outlook. This is especially true at a public session where multiple groups play together. Some customers may be opposed to a military-style game and terms such as ‘tagging’ can be used instead. A Commanding Officer’s priority, at any session, is to make the games age and experience appropriate. The more experienced the gamers are, the more challenging the gameplay can be.  The following 3 slides provide guidelines for each age group. Preteens are typically quite familiar with first-person shooter computer games. This means they are excited to relate their real-life gaming experience back to their online experience.  The Battle Royale theme has similar mechanics to popular games like Fortnite and PUB-G, Mission wise, we recommend running games like electronic capture-the-flag with a supply crate, team death-match with multiple supply crates or domination with multiple supply crates. Supply crates provide upgrades; the randomity of each upgrade enhances the experience. But, because it is always an upgrade, the challenge is getting to the box and no one is left disadvantaged after reaching the boxes. These areas will be the center of the action as well; they act like secondary objectives.  Gamers lose any medical aids or shields when they respawn but do retain any weapons collected from a supply crate. For groups of more than 80, multiple domination boxes should be used along with multiple supply crates. Make the experience as close to a first-person shooter game as possible! 

All the same pre-teens missions can be run and for public sessions, those simple missions are a good choice. 

As a follow-up, the Heist mission or Battle Royale are good choices.  

These missions are suitable for older groups: teens, youths, and adults. If your players need a slower game after the action-packed missions, we recommend the Team Death-Match. Position two or more supply crates in the center of the field near the flanks. The great thing about Team Death-Match is the players can choose their own pace: lots of action or stealthy play, and still win. It’s the Commanding Officer’s task to plan out the session: every new mission needs new terrain. Swapping sides after the first game is vital. If you have a large field, move them into new areas after two games; plus, change the mission so they have new things to learn and new tactics to try. If you have a small field and cannot move them, turn the field 90° so what used to be the far edge of the field now becomes the start points. With most adult groups, the fitness level is usually low, so missions will need to require less running.  Also, the ground should be fairly flat, so scouting out a suitable area to play is vital. The vast majority of corporate groups are looking for a fun entertainment experience.   The Battle Royale theme is perfect for this. Often these groups break into 4 teams. The Heist mission where the winning team is the one with the most money deposited in the Vault is perfect. A complete session is 4 Heist games where the teams change Vault position each time. When running a corporate team building rather than a corporate fun session, the Battlefield LIVE theme with pre-defined characters is a better fit than the Battlefield Royale theme.    Battlefield Live also suits the VIP escort mission. 

Adults often enjoy a slower-paced stealthy mission especially if they are struggling fitness-wise. The best option, in this case, is the team deathmatch without supply crates. This is a great game to finish off the session.  Some corporate groups, especially company executives, prefer a live-action roleplay. This is a high-end option suitable for up to 12 players. With live-action roleplays, the team works together, versus costumed actors, through a series of inter-connected scenes.  Details can be found in the advanced game's handbook. It is very important that over a normal session each team wins at least one mission. This means that games have to be subtly adjusted by the staff unless running a clan war or competitive tournament. A SATR 3. The master controller has a Game Adjustment menu. 

Game Adjustments can be made on the fly targeting a selected team by radio. The first option recommended is the hit rate. The lower a gamer’s hit rate is, the harder it will be for them.  Change the hit rate of the team going too well, down to 0 point 1 second.   

Damage Adjustment percentage is the next option.  

100 percent is no adjustment. Adjustment of more than 100 increases the weapon damage and less than 100, lessens the weapon damage.   For example, a common automatic pistol normally does 12 points of damage, however, if the team receives a damage adjustment of 150 percent, then the damage will be increased to 18.Once each team has won one game, then all subsequent missions should be fair, no adjustment. Assuming gamers were originally set to standard difficulty level, which has a default hit rate of a quarter of a second, then before the second game, change the winning team’s hit rate to one-tenth of a second. If, after 2 games, the same team has won both games, change the losing team’s hit rate to once a second. If the same team has now won all 3 games, use the damage adjustment to change the losing team’s damage by 150%. Assuming the gaming gun has been set to a device role of Gamer and is not locked, then when the gaming gun is turned on, the boot screen will appear after a few seconds.   

To unlock any device, hold down the red and black buttons while turning the unit on, then push the red button when the screen says “SAT-R Init”. A trigger pull on the boot screen will take you to a live game. 

For all devices to work in a game, you have to pull the trigger or push the green button.  To enter the common menu, in which you will find commonly used options, push the red button on the boot screen. If you push the black button on the boot screen it will take you to the uncommon menu, this is especially useful to change the device role and theme.  While in the boot screen, the top left-hand corner of the LCD will list the alias name of this device. If no alias has been selected, then it will say “NO ALIAS”.  An alias is normally set by the Windows SATR Hub application, this requires the purchase of a custom dongle from Battlefield Sports. The top right corner shows the difficulty level. On the second line, to the left, is the theme; while the battle number followed by the team letter is on the right.  Importantly for devices to work together they have to be on the same battle.  Gamers set to the same team, can’t shoot each other unless the friendly fire is turned on. The third line starts with the language and on the right is the voltage of the device. If the unit is below 6 volts, it should be recharged before use. The bottom line will scroll through the weapon emulations currently in force.  It will also scroll through to the current code version. After a trigger pull on the boot screen, the gaming gun is now ready to play.  

Typically, the team needs to be set before a game starts, the easiest way to do this is with the master controller.  In common settings, use the set team command. Your options will include Red, Blue, Purple, or any team, among others. Any refers to ‘no team’.   

In a public session, you are unlikely to want teammates hitting each other by accident, and therefore you should set them to teams, for example, red team, blue team, and purple team. To see what a gaming gun is currently set to, check the device’s LCD. The team is shown on the right-hand side of line 3. An upper-case letter, such as capital R, means the device is set to red team with friendly fire off. If the R is lower-case, friendly fire is on, then all gaming guns can hit this one, even other members of the red team. The top left has the current health after the letter H.  After the letter S is the current shield value.  Both health and shield's maximum value is 100.  The top right has the ammunition in the current magazine followed by the magazine maximum capacity.  The second line has the details of the emulation in the current slot, in this case, the common semi-automatic pistol.  Notice the c in brackets means a common rarity. The system will then scroll automatically to show how many reloads are left, and the type of damage this weapon does, and the amount of damage. In this example, this will be 3 reloads and 12 points of ‘piercing’ damage. The third line has H for hits, K for kills, and S for spawns.  Once supplies are collected, the third line will automatically scroll through all current weapons and aids available. The last line starts with the current status, this will normally be ready but could be reloading, healing, paused, or empty. Empty means the ammunition needs to be reloaded.  Healing means a medical kit or bandages are being applied and the gamer cannot shoot until this is complete. The fire mode is the action of the current emulation.  

  • F A is "fully automatic". 
  • S A stands for "semi-automatic". 
  • P A is"pump action".  
  • S S is a "single-shot". 

During a timed game, the bottom right-hand side of the screen will show the time left in the mission. When a mission ends, the gamer can see their statistics by pulling the trigger to scroll through the normal screen, battle stats, and session stats. Battle stats are the statistics for the last mission. 

Session stats are all the missions combined since the last time the gaming gun was turned on, a clear stats command was issued or a briefing command was issued.  The alias of this gaming gun will also be shown on the top line. 

  • A is for accuracy as a percentage. A slash W is the kill assist to wounded ratio.  A kill assist is every hit this gamer made on another gamer including kills. A wound is every hit on this gamer including deaths. 
  • O is the number of times an objective was achieved such as taking control of a domination box or returning a flag or depositing money in a vault. 
  • K slash D is the classic kill to death ratio.  K is the number of kills made on opposition gamers and D is the number of times this gamer has been killed. 

One of the great features of the SAT-R 3 system, is any device can act as another device by simply changing the device role in the uncommon menu. One of the most common changes is setting a gaming gun as a master controller or medic box. All devices can be changed individually through the menus accessed via the boot screen. Please note that devices in a locked state will bypass the boot screen and you will first need to unlock your device. Similarly, to exit recommend options, requires the device to be unlocked. If the device has an infrared sensor, it can be unlocked by a master controller. The unlock command is found on the rare settings menu under all devices. Alternatively, any device can be unlocked by holding down the red and black buttons on boot for a few seconds, and then when the display says SAT-R Initialise, push the red button. After waiting for the copyright notice to complete, push the black mode button, to enter the uncommon menu. If the theme is not  Royale Live, changed this now. On all menus the mode and reload buttons scroll up and down the list, and the trigger or green button locks in the change.  It is important to note that some device roles are only available in certain themes.  A reset is used to set a device back to factory default values consistent with the current theme. For this course, set the theme to Royale Live and select the reset: “Auto Pistol, Any”. If you don’t wish to return your device to factory defaults, select No for the reset. 

Next, scroll through the device role options and select a Controller. Edit Details should be No. Simply pull the trigger. Once back on the boot screen pull the trigger again. The directing staff use a master controller to manage the gaming guns by radio commands and infrared commands.  Radio commands affect all devices on the same battle as the controller. Infrared commands only affect the devices that the infrared beam hits. Generally, radio commands are used to start and end missions.  The most common use of infrared commands is to set the teams on the gaming guns and boxes. Each option has a voice-over to explain it in more detail. For very basic operations a Simple Controller is available. This is typically used in conjunction with pre-set equipment that has been locked. On a master controller, commands are grouped by general categories. Categories can be scrolled through with the red and black buttons.  To enter a category, pull the trigger. 

I R Commands: This menu includes all temporary settings and commands issued via infrared transmission. The operator needs to point at the sensors on the target device and then pull the trigger on the master controller. I R Commands do not make permanent changes to the target device’s configuration. Radio Commands: This menu includes all commands issued via digital radio to all devices on the same battle as the master controller. This menu also includes setting a mission timer.   

Common Settings: This menu updates permanent configuration settings by infrared transmission. All changes are retained between reboots. Configurations that are likely to change frequently are included in this menu.  Especially useful for doing resets and setting teams.Monitor: Search with radio for devices of the selected type. The user then selects the specific device and the system returns key information about that device.   Basic scoring information and team setting are shown on the list of matching devices. It’s useful to have an alias assigned to each device. Control: Remotely control devices on the same battle by radio.   

A reset can be sent to a specific device by radio which means device roles can be changed remotely from the master controller. 

Phrases: Trigger pre-recorded phrases from the master controller to play on gaming guns on the same battle. Notably: “you are victorious” and “change ends”.

Testing: System testing for the sensors and radio module. 

Rare Settings: This menu includes all permanent settings issued via an infrared transmission that are infrequently changed. All changes are retained between boots. Only one setting at a time can be altered. To return to the main menu, pull the trigger on the main menu option. 

Spawn: If the target gaming gun is in a dead state, it can be re-spawned using this function. New Mission: Target gaming gun starts a new game restoring all health and ammunition.  This is useful if you have sent a “game start” command via digital radio to the entire group and one unit didn’t start. Reload: If the targeted gaming gun has used at least 1 magazine of ammunition, then all their ammunition is restored. 

Pause: Targeted gaming gun enters a paused state. 

Resume: When targeted, a paused gaming gun returns to normal operations. 

Shoot: Target gaming gun has its hit points reduced. Total damage can be specified through the common menus on the master controller.  Stealth Shot: Shoots without making a shooting noise.Kill: A shot that inflicts one thousand points of damage. Please note, if the target is configured to basic damage, then only one point of damage is done. 

Jam: Causes the target gaming gun to be jammed requiring a push of the reload button to clear.Mystery: Targeted gaming guns temporarily & randomly change emulation.  The mystery has 4 options:Random: A completely random emulation is chosen from the emulation list. The list is restricted by the Theme setting. 

Class: A random emulation is selected from within the current Class of the current slot.Weapons: A random selection of a weapon emulation from the classes allowed by the Theme setting of the target device. The selected emulation will be a weapon. Simple: A random selection of a weapon emulation from the classes allowed by the Theme setting of the target device. Excluded are emulations with fire modes of pump action, bolt action, or chain saw. 

Interrogate retrieves information about the target device by targeting the device by infrared.  

Briefing: prepares all gaming guns for a briefing. Similar to a pause command, all players are put in a paused state however their gaming guns will not make any sound on trigger pull. This ensures an easier briefing. Additionally, it performs the clear stats function and restores gamers to full health. 

Clear Stats: Clear all the player stats that have accumulated. This is very useful at the beginning of each session as an alternative to resetting all stats using the key.  Note that a briefing command also performs a “clear stats” function. 

End: Sends all devices into the game over state fund: Sends Find command to all devices regardless of battle or state or configuration. These devices will flash their hit lights, muzzle flash, and make a siren sound effect until a trigger is pulled on them. 

Pause: Sends all devices on the same battle as the master controller into pause mode. Resume: Returns all paused devices to normal operations.Set Timer: 

Specifies how long the next game will run for. 

Start: Starts a new game for any devices currently in paused or game-over state. Note this command has no effect on gaming guns in a ready state. If a timed game is indicated in the settings, a Start command will start the timer. When the timer reaches 0, all devices on the same battle will enter the game-over state. 

Start Zone: Start warnings for any gamers away from their battle box. This is used to warn the operator if any gamers are not starting in their base before the game has started.   

Normally set the radio strength to Large Circle. 

Stop Safe Zone: Stop pre-mission safe zone. Switch Box Team: Switch boxes from red team to blue team and blue team boxes to red.unfind: Reverses the effect of the find command.

Set Team: This function allows teams to be set by infrared command. Gaming guns set to a team cannot be hit by gaming guns on their own team. Generally, for civilian use and close-quarters battles, 

Battlefield Sports recommends that friendly fire is turned off and players are assigned to a team. Reset: Reset all factory default settings associated with the currently selected Theme. For example, if the Theme is Battlefield Royale, the most common reset option will be Automatic Pistol on any team.  The display will say change automatic pistol.  

Pull the trigger while aiming at the sensors of the gaming gun that you want to reset.   Check the head sensor flashes red to indicate the signal has been received. Set Emulations: Configure the preferred emulations of each slot. This function is used in conjunction with the change emulation command. 

Step 1: Select a slot, normally slot 1.

Step 2: Select the emulation class such as light handguns or Rockets.

Step 3: Select an emulation from the list of emulations 

Step 4: Change Emulations function updates the emulation slots of the target gaming guns. This function will update target gaming guns’ slots based on emulations selected with the Set Emulations command.  Point the master controller towards the gaming guns to change their emulations. Typically leave send empty slots as no. 

Set Difficulty: Updates the difficultly level of the target gaming gun.Set Health: Set the target gaming gun to a new maximum hit point level. Set Battle: Devices interact based on their battle. A gaming gun will accept radio commands, take hits, and hit others, only if the message comes from a device on the same battle. 

Set Volume: Changes the target gaming gun volume. 

Set Reloads: Set the number of spare magazines for a specified slot on target gaming guns. 

Set character is not used in the Battle Royale theme. 

Hit Rate: The minimum time between hits. A quarter of a second is typical. The lower the hit rate the harder the simulation. 

Basic Reset: is not used in the Battle Royale theme. Game Adjustments allow for the handicapping of one team on the fly by digital radio. Armor is not used in the Battle Royale theme. Damage adjustment percentage.  

100 percent is no adjustment.   

Damage adjustment greater than 100 increases the damage was done. 

For example, a 120% damage adjustment will increase weapon damage by 20%. The difficulty level changes the hit rate and in the case of easy mode, also provides unlimited reloads. A new weapon emulation for slot 1 can be assigned by radio to a selected team or all teams.   Given a team a better weapon to start with can improve their chances of winning. Hit rate changes the minimum time between hits to the specified team.  The lower the time, the more difficult.Scavenger: when the shooter makes a kill, the shooter will gain a weapon, aid, or ammunition from the target. If one team has been capturing all the supplies, this mode can help the other team gain some of those items. 

Recommended options can be used to simplify staff training while allowing for the delivery of all the missions recommended by Battlefield Sports for the Battle Royale theme.  

This could be combined with the simple controller to limit options available to the staff. A selection from recommended options will set up a battle box with a configuration used frequently by the experienced team at Battlefield Sports. A battle box can be set to the recommended option by a master controller. To do this, select recommend options reset found in common settings. Alternatively hold down the red button on the box while turning on and when it says reset, change this to yes and restart. The first option that will come up is a weapon, this does not apply to a battle box. Go through the options with the red button. Select the right option for the planned mission by pushing the green button.   

A domination box is a central objective for the domination mission. The medic box will provide unlimited re-spawns and reloads by infrared and radio. After selecting a medic box, select the team that will respawn from this box. Battle Royale will set this to a Battle Royale Box that will reduce the safe circle diameter every minute from the mission start.   Make sure to end the mission before starting a new mission so the box starts with a maximum size circle. Supply crates provide weapons, aids, and ammunition. Vaults are where the money is deposited in the Heist mission, each team needs a vault and this must be set to their team. Flag Box will also provide re-spawns.  Unless the battlefield is very small, it is best to have a home flag box away from the respawn point in which case don’t use this option to set a flag box. Money Drop provides money in a steady supply into the game.  

Normally this is placed in a central location. A Radio Repeater repeats radio packets including hit feedback signals. Spare boxes, especially one with a whip antenna should be placed on high ground in the center of the battlefield. To exit recommended options mode, unlock it with a controller, found in rare settings, or use the usual hold down the red and black button on boot. This is a combination of a medic box and an ammunition box. Selecting a medic box from the recommended options list will automatically configure this battle box as a combination with unlimited reloads and re-spawns.  It will also perform re-spawns and reloads by radio as well as infrared automatically so that no buttons need to be pushed by the gamer. Alternatively, if you wish to use non-standard settings, then on boot, the configuration of the box can be set via the common menu. 

Push the red button on the boot screen.  Note that if the box is not already set to a combination box, change the device role via the uncommon menu as we did earlier for the master controller. Normally a combination box is set to a team so that only gamers from that team will be respawned or reloaded. On the top of this device is an infrared emitter that sends signals in whichever direction the box faces in a broad but short-ranged beam. A respawn can be triggered by the gamer by pushing the green button on the box and a reload by pushing the red reload button. A respawn command will only work on a dead gaming gun. Automatic respawn and reload can be set via the common menu. To do this, change the Auto Issue to “yes”.  

This feature is great because gamers don’t need to push any buttons on the box to receive a reload or respawn. How many re-spawns a team receives can be limited by time from the start of the mission or have a fixed number. Set the range to “Medium”.A combination box can respawn by radio over a short distance. This is in addition to the respawn by an infrared signal. This saves the gamer having to point a sensor at the top of the box. The Domination box is an objective that players must shoot to gain control of. The box will track the amount of time each team is in control of the box. The team with the most amount of time wins the box. When a team is in control of the box, the strip lights flash. If the red team is in control, it flashes red; if the blue team in control, it flashes blue, and if the purple team is in control it flashes blue and red. The Domination box can be set to announce regularly which team is in control. When the mission ends, the box flashes the winning team's color and announces the winning team. The easiest way to set a Domination Box is simply to select Domination from the recommended options. A flag box for each team is required for "electronic capture the flag". To capture a flag, a gamer has to shoot the other team’s flag box, when they succeed, their gaming gun will say, “Flag Captured”. The gamer’s hit lights will start flashing both red and blue to indicate they have a flag. The gamer now has to return the flag by shooting their own team’s flag box, on success, their gaming gun says “Flag Returned”. If a player dies with the flag, they lose the flag.  Multiple flags can be in play at the same time. It is very important that the flag boxes are set to the right team before each mission. This is best done with the master controller. Match the box’s team setting with that of the defending team, i.e. Red team defends red flag box. The flag box available via recommended options will enable respawns and reloads as well.  

Often, however, re-spawns will instead be provided by a medic box, in this case, unlock the battle box and then through the uncommon menu select flag box and then through the common menu set to spawn and load to no. In the heist mission, each team has a vault to store their cash.  

The team with the most amount of money in their vault, when the mission ends, wins. During the game, players collect cash on their gaming gun. By shooting there vault they can deposit these funds and score points for their team. Cash is usually obtained by shooting a money drop box; but, can be stolen from another team’s vault or by killing a gamer that has cash on them. Vaults belong to a team and this is best set with a master controller. The easiest way to set a vault is to select from the recommended options list. This will automatically set the withdrawal limit and frequency of withdrawal. A Vault is configured to also provide re-spawns and reloads to its team.   

This is the default behavior with recommended options. This device is designed for the Heist mission. Money needs to be gradually added to the field for gamers to collect and return to their team’s vault. This is the role of money dropbox. When money is available, the L E D strips will flash blue. To collect cash, gamers must shoot the box. The money drop box can be found on the recommended options list. Just select that and the money dropbox is ready to go.   

This will automatically set the frequency of the drop and the maximum balance. A radio repeater repeats the radio signals excluding those that are meant to have limited area effects such as grenades or radiation effects from a battle royale box. A device configured as a radio repeater should be placed at the highest point of the field, ideally in a tower with minimal objects blocking the line of sight. A radio repeater can also repeat hit feedback signals if configured to do so through the common menu. Repeating hit feedback is recommended to improve hit feedback reliability and range. A supply crate provides the gamers with upgrades to weapons, provides aids like bandages and additional ammunition. By default, a new set of supplies is generated every 15 seconds. Each gamer can only collect one weapon, one aid, and one type of ammunition every 15 seconds.  Weapons, aids, and ammunition types all have a rarity setting.

Rarity levels are: 

  • Common, 
  • Uncommon, 
  • Rare, 
  • Epic and 
  • Legendary.

The frequency of appearance in a supply crate is determined by the rarity level.  For example, some sort of common weapon will appear 50% of the time. A weapon of the same type, which is rarer, will have better statistics. For example, a rare tactical shotgun does 29 points of slashing damage and reloads in 5 seconds, while the epic version does 32 points and reloads in 4 seconds. The 4 types of aids are Bandages, Med Kit, Shield Boost and Boost Juice.  Bandages heal 16 health while Med Kit heals 100. Shield Boost provides 50 shields and Boost juice provides 60 health and 60 shields. Aids are automatically activated when the gamer needs them. Different weapons require different types of ammunition such as Light bullets, Medium bullets, Heavy Bullets, Shells, Grenades, and Rockets. Supply crates are so valuable that they act as secondary objectives, as a team without access to a supply crate, will be at a distinct disadvantage. Damage is taken on shields before health. A shooter that hits a shield will hear the voice-over, “Ricochet”.While gamers start with one weapon, normally a common automatic pistol, they gain additional weapons from a supply crate.  

They can have up to 4 virtual weapons at any one time.  Each weapon takes a slot.    

Weapons have a ranking, if the supply crate provides a weapon of the same class already in a slot but is rarer, the weapon is replaced.  If it is in the same class but has a lower rank, then only the ammunition is added.  If this is a new weapon class, a vacant slot is used. If this is a new weapon class and no slots are available, it will replace the weapon with the lowest ranking. The top-ranked weapon is a legendary heavy assault rifle. Also available are rocket-propelled grenades that do massive damage and uses the radio system to do splash damage to nearby opponents! To help the gamer have the best weapon, the system has automatic slot management. This is triggered upon a respawn or a new weapon from a supply crate or when the current weapon has no ammunition of the required type. The highest-ranked weapon that has ammunition is automatically made the current weapon slot. The result is the gamers only need to point and shoot being confident they have the best possible weapon! Automatic aid management helps gamers use their aids as required. In a live game where the action is fast and furious, it is easy for gamers not to use the aids they gained from supply crates, hence the need for automatic aid management. Aids include Med Kit, Bandages, Shield Boost and Boost Juice. Bandages heal up to 16 health over 4 seconds to a maximum of 60A Med Kit heals up to 100 health over 10 seconds. Bandages and Med Kit healing stops the gamer from shooting while their health is low. If they pull the trigger their gaming gun will say “Healing” Shield Boost provides 50 shield points over 4 secondsBoost Juice provides 60 health and 60 shields over 30 seconds. Bandages are automatically applied when the health of the gamers drops below 45. Medkit is automatically applied when health drops below 30. Shield Boost is automatically activated if shields are below 30 points. Boost Juice is automatically “drunk” if health or shields are below 40. Shield boost and boost juice do not disable shooting. Unlike other themes, ammunition not in the current magazine of a weapon is stored in an ammunition pool. Different weapons use different ammunition.   

Grenade Launchers require Grenades. Sniper rifles require Heavy Bullets. Heavy assault rifles require Medium BulletsTactical Shotguns require ShellsAll other weapons use Light BulletsA Gamer, can hold down the black and red buttons to view ammunition. Ammunition of the same type is shared between weapons, so picking up light bullets will increase the number of reloads available to all weapons, that use light bullets. The Battle Royale mission where the circle shrinks over time requires a battle box with a whip antenna.  It can be quickly configured by selecting Battle Royale from the recommended options list. Initially, gamers are safe to at least 50 meters from the Battle Royale box.    

The system uses the digital radio system RF strength to determine the size of the circle. Over time the RF strength is reduced in one-minute increments. Any gamer outside the circle gets 2 sound effect warnings and if they are still outside after that, they take 20 points of damage every 5 seconds! To get an adequate radio range, a whip antenna is recommended for the Battle Box. The box should be on high ground to get a good range. A master controller can be used to monitor devices remotely by radio communication. This is especially useful to remotely view scoring information on various boxes. For example, to find out how many flags each team has captured, perform a monitor request for flag boxes. To access this function, scroll to Monitor on the master controller’s top menu. Pull the trigger. Scroll through to the device role you wish to monitor, such as flag box. Pull the trigger to start the search. Searching has a longer range if a radio repeater is placed correctly in the middle of the field.  Scoring has a team letter and score is shown on the left-hand side. The right-hand side has a unique SAT-R ID and Alias. To view more details of a specific device in the list, use the red or black buttons to scroll to that device. Notice that, if the line is in the upper case, it is the current line selected. Pull the trigger. If you don’t need to view details but simply want to refresh the summary of scores, pull the trigger twice without scrolling to a specific device. A gamer monitor has the option to return only Alive gamers, this is useful in the Battle Royale mission to see how many gamers are still alive if any! Controlling devices by a master controller can be done remotely.  This works very similarly to monitoring them. To issue commands to a device use the Control menu and then search for devices, just like we did for the monitor. Bring up the details of the device and then pull the trigger.  This will give you a list of commands that you can issue to that device such as pause, resume, restart, trigger, end, find and reset.A reset is very useful to change the device role of a box remotely.  For example, when switching from team deathmatch to battle royale, the 2 current medic boxes can be changed to supply crates. Claymore mines can be placed around the field and can be triggered to explode by using the trigger command on the master controller.  Great for scenario games that have airstrikes, artillery or mortar attacks.  Master Controllers have a selection of pre-recorded phrases that can be played on all gaming guns – using a radio signal – with one command. This is especially useful for informing all gamers who have won the last mission.  

There is a series of phrases to help manage large groups, especially when operating on a large battlefield where many gamers will be out of the vocal range of the commanding officer. The phrase is played in the language specified for the gaming gun, we find this very useful when running Chinese school groups, so all the phrases played are in Chinese Mandarin, whereas the master controller is in English. To announce which team has won go to the results menu under phrases.  Select the desired phrase and pull the trigger. To play the same phrase again, pull the trigger again. In-game, are phrases to notify the gamers of what is happening during a live simulation. Post-game commands are useful for giving gamers directions. Phrases include change ends, drinks break, follow commanding officer, and return the equipment at the end of the session. During a live game, it is sometimes necessary to check the sensor on a gaming gun without affecting its operations. Use the sensor test command on the controller to shoot at the sensors.  If hit, the target head sensor LED will flash red. To test the radio system on a target gaming gun.  

Shoot the target the same as a sensor test.  

The target gaming gun will radio back to the controller. The controller will then say if the test is a pass or fail. The rare settings menu on a master controller has a very wide range of setting options that can be used on target devices by infrared.  None of these options are required to run the standard missions recommended by Battlefield Sports. Rare settings are broken down into sub-menus. Advanced weapon settings.All devices, configuration options that apply to any device. Basic weapons settingsFantasy and Horror settings are not used in the battle royale theme. Military specification settings are not used in the battle royale theme. Battlefield Royale Live theme settings have advanced features for the Battle Royale theme. This course will only cover a small subset of the Rare Settings.  Refer to the SAT-R 3 user guide for complete details. In All Devices, gaming guns can be changed to an indoor range.  This is done through the indoor-outdoor menu option. The language command, within rare settings, can change the language on target devices. Devices, especially gaming guns, can be “Locked”.  A locked device bypasses the boot screen so the user, even if they have a key, can’t change any settings.  The easiest way to unlock devices is to hit the device with an unlock command from a master controller. In rare settings, the complete list of resets from all themes is available.  First, select the theme and then select the right reset. For basic Laser Tag games, Any Phaser reset is useful. 

In basic weapons, settings gaming guns can have an individual game timer. This means when they start in a ready state, they will operate for the time specified before entering the game-over state. This is used in a situation where it is a continuous game. With a continuous game, gamers can join at any time and leave when their time is up. The muzzle flash can be set to red, blue, or white. For night and indoor games, it is quite useful to give the red team a red muzzle flash and hit the light and the blue team, blue muzzle flash, and hit light. So they can easily tell teams from afar. With self-spawn, gaming guns when dead automatically come back to life after specified time without requiring a medic box or respawn command from a master controller. This is especially useful for monsters played by actors, where the scene has to reset after each group passes. With Team LED’s, the light-emitting diodes in the head sensors show the team color, while the gamer is alive so that it is easy to see teams in the dark.   The head sensor lights turn off when the gamer is dead. Before the gamers arrive, the commanding officer should arrange for the gaming guns and devices to all be configured ready for the first mission. Gaming guns should be reset back to appropriate factory defaults. For the Battle Royale theme, the reset ‘auto pistol any’ is used. For Battle Boxes, if they are not already set to recommended options, use the master controller reset to set them to recommended options. For 2 team games, 2 battle boxes will be required to work as a combination box to provide re-spawns and reloads.   Choose Medic Box from the recommend options menu and then choose any team. Combination boxes should be set to any team at this stage.  

At least one combination box should be left on, near the armory, so gamers can respawn themselves before briefing starts. A radio repeater with a whip antenna should be turned on and placed on high ground in the center of the battlefield. The most common and recommended first mission to run is domination.  Turn on a battle box select Domination from the list and then activate. This box is placed in the middle of the battlefield between the teams. Domination works well with 2 or 3 teams. Place a supply crate on each flank. Team Deathmatch is the same setup as Domination except the Domination box is removed and the combination boxes are moved closer together. Before gamers receive their gaming gun, they need to register, normally supplying a completed membership form. The registration officer will then issue the gamer a wrist band. This way, all staff members know who has registered.  Once the first group has registered, start issuing gaming guns. Try to issue gaming guns as people arrive rather than in one big rush. Be sure to note whether they are wearing a wristband. Before the gamers select their gaming guns, explain they can practice with them before we start, but they should leave the head sensors wrapped around the gaming gun. They can respawn and reload at the combination box. Point out the location of the medic box. Sometimes, young players will select one of the larger gaming guns. It’s good to explain we have a “no sympathy policy”. Try; “We have a no sympathy policy here. This means if you take one of these monster gaming guns which are way too big for you, and later your arms are falling off and you can’t hit anything, we are only going to laugh at you. We highly recommend you select something you can handle.” If they still want the gaming gun, issue it. Often they will come back after running around before the briefing and swap for a smaller option. Tell the gamers that a full briefing will happen later when everyone is ready. Finally, turn their gunning gun on or direct them to the nearest staff member who can switch on their device.  Make sure the staff check that the gamers meet the clothing requirement and have a wrist band before turning on the gaming gun. Normally the clothing requirement in a woodland battlefield is substantial long pants covering their ankles and covered shoes. For a large session, the result of issuing and switching on gaming guns before the briefing can look completely chaotic. But, it has duel benefits: the gamers are learning how to play and they are more patient than if they were waiting around bored. The commanding officer has to arrange the teams.  In some sessions there are natural teams or the group organizer has teams pre-arranged.  In a public session, there are likely to be multiple groups attending and the commanding officer will need to arrange them into relatively even teams. 

Where possible try to keep groups together. Try to put one group with the older gamers with another group with the youngest gamers. Do your best to estimate age and experience to make the teams equally likely to win.  Sometimes you will need to ask for volunteers to change teams to even things up. When you’re ready to start providing directions to the gamers such as to tell them what team they are in, use the briefing command on the master controller.  Next, allocate the teams their hats. Hats are used to tell the teams. The red team is issued Jungle hats or red head wraps. The blue team wears camouflaged or blue head wraps. If a third team is used, this team gets a purple head wrap. For gamers on the blue team that have a cap, give them the option to wear their own cap, however, they will need to wear this backward, so the brim does not cover the front head sensor. Once they have their team hats, explain how to mount the head sensors.  Explain that sensors are mounted front and back and the cable goes at the back and then runs under their armpit. Before calling all the gamers in for a formal briefing find an unused gaming gun. Also, find the boxes you will need for a demonstration during the briefing. Get yourself into the briefing area where you’re going to speak. From radio, commands issue the “Briefing” command. For a large group, issue the briefing area phrase. You might need to do this a few times to get everyone’s attention. 

With a large group, try to arrange the audience in a large semi-circle in front of you. Don’t let people get too close as it will make it harder for other people to see what you are doing. Practice your briefing beforehand, so you can deliver with confidence. Get into character and deliver with personality. Think and act like a professional actor. You will need to explain to the gamers, safety, shooting, re-spawning, how to read the display, and supply crates. First off, welcome everyone to the battlefield. Introduce the staff members by their alias. Explain you will take questions relating to each topic, at the end of each topic. If you do the briefing correctly, there should be very few questions. The most important part of the briefing is safety.  Make sure everyone understands the safety rules and major risks of the activity. 

For example: 

“Battlefield is a non-contact activity, there are no beat downs, butt strokes or hand to hand combat.  Now, sadly, we have a very boring insurance company. And they don’t understand the need for snipers in the trees. So you can’t climb the trees or the buildings. Also remember, the battlefield is not a cleared running track, there are plenty of tripping hazards, watch where you’re going, including when walking along the bush tracks.”  

Next, point out the boundaries of the battlefield. These should be easily identifiable. 

“The next topic is getting hit. With your gaming gun, there are 3 infrared sensors, 2 in domes that mount on the head and one forward-facing mounted on the gaming gun. This is where you can get hit. On your LCD, you will see the first letter “H”, this stands for health.  This starts at 100 health when this reaches 0, you’re dead.  If you pull the trigger when you are dead, your gaming gun will say, ‘you’re dead’.  “S” is for shields this starts at 0 and can only be increased by receiving a shield boost or boost juice from a supply crate. If you are hit and you have more than half health, you will hear a near miss sound effect.  If you hit someone with more than half their health points, your gaming gun will say, ‘hit’.  If you hit someone on a shield, your gaming gun will say, “Ricochet” Once you fall below half health, you will hear a wound sound effect. If you hit someone with less than half their health points, your gaming gun will say, ‘wounded’. When you run out of health points, your gaming gun will make a death sound effect. When you do this to someone else, your gaming gun will say, ‘kill”’. If you are killed, return to your base. 

This is where you started the game.  Here you will find a medic box.  Go to the medic box and point your head sensor at the top of the box. Your gaming gun should then say “re-spawned” after a second. It is cheating to place your hand over the sensors including the one on the gaming gun. The head sensors must remain on your head during the entire game. If they accidentally fall off, the rule is to stop shooting and stop moving. Only when you have put your sensors back on can you continue to play. Boxes are only to be moved by the staff. To hit someone, aim through the scope. You’ll see a red dot. Aim the red dot about 2 inches above your opponent’s sensor. If you have a machine gun or sniper rifle you will need to aim about 4 inches above the sensor. Notice that the infrared beam comes out of the tube here, so it is important to make sure this tube is clear of any cover. When you’re shooting, a muzzle flash comes out of the tube. You can reload ammunition at any time by pushing the red button, however, reloading will start automatically when you’re out of ammunition. If you hear your gaming gun say “ammunition depleted” when you try to reload, that means you have no ammunition, in which case return to your medic box or a supply crate and point your head sensor at the box for a reload. 

On your screen, in the top right corner, there is a capital A, meaning Ammo. The second line will scroll through some data including your current weapon emulation, your number of reloads, and the type of damage and how much damage your weapon makes. Your reload count is listed after the letter R. The number after P, meaning piercing, is how much damage you will do with this emulation. The third line has H and K, this stands for hits and kills. H is the number of hits you have made without killing. K is how many kills you have made.  Next, S indicates how many re-spawns you have had.  

Once you have collected additional weapons or aids from a Supply Crate, the 3rd line will scroll through every item automatically, showing how much ammunition each has. The bottom line is the status bar.  The status bar will tell you what your gaming gun is currently doing. Each time we start a game check your status bar has changed to ‘Ready’. A supply crate provides weapon upgrades, aids, and additional ammunition.   

The system will automatically give you the best weapon your carrying that has ammunition.  

If you wish to change weapon hold down the black button until the weapon you want is showing on the second line, then release.  If you have a grenade launcher or an RPG, you will also inflict splash damage. The Med Kit and Bandage aid will restore health and automatically start when your health is low. While healing, you can’t shoot!  The shield boost will add 50 shield points to a maximum of 100. Boost juice will add 60 health and 60 shields over 30 seconds. Weapons are retained between re-spawns but all aids are lost.

”Now proceed to the first mission-specific briefing. Once the briefing is done, encourage the gamers to have a drink and tell them we will be moving out in a few minutes. You can use this time to collect any boxes required and to organize your staff. The gamers need to be shown where the objectives are, such as the position of both flag boxes or the domination box. Supply crate locations should also be shown to gamers. When managing a large group your voice may not get everyone’s attention, to help, use the phrases menu on the master controller. Start with the ‘follow the commanding officer’ phrase, and if required, use the ‘follow me’ phrase, to get everyone moving.  

First show them the objectives and supply crates and then with the help of the staff lead the teams to their respective bases. With the master controller, the staff now set the teams of the gaming guns and the combination boxes. If playing “electronic capture the flag”, each flag box will need to be assigned a home team. If running Heist, each Vault will need to be set to a team. Each team starts in a base with a combination box set to their team. For the first mission of a session or if any gamers have changed gaming guns since the last mission, the master controller must be used to set every gaming gun to the correct team. After the initial briefing. all the gaming guns should still be in pause state due to the issuing of the briefing command.   

On subsequent missions, the gaming guns should be in the game-over state. The start command on a master controller requires the devices to be in a game-over state or pause state. if you’re unsure as to the state of all gaming guns and devices, use the end radio function before issuing a start command. One of the controllers, usually the one held by the commanding officer should have the mission timer set. This is found on the Radio Commands menu. Normally this is set to 15 minutes. All other controllers should be set to unlimited time. The controller with the timer then starts the mission with a START command found on the radio commands menu. Note that starting a mission requires confirmation. A mission timer will now start. If any gaming guns or boxes failed to start up, the new mission command found in the IR commands menu on your master controller can be used to start individual devices without restarting the mission timer.  With a properly positioned radio repeater, all devices should startup, if they fail, there is likely to be a problem with that device's radio system. Check first that each team’s combination box is successfully providing re-spawns. Wait near your team’s box until the first gamer returns and successfully re-spawns. Next check the objective boxes such as the flag boxes are operational and then check all supply crates.  Make sure they are set to the right team and are not still on the boot screen. 

If they are on the boot screen, push the green button on the box. For the commanding officer, one of the key roles, while a mission is in progress, is to make sure the staff allocated to the battlefield are helping the gamers have a fantastic time in a safe manner. All staff allocated to battlefield supervision, are there to provide assistance to the gamers, much like a sports team coach. Gamers will not remember everything from the briefing and will need help with the equipment. This is particularly true during the first game but applies for the entire session. Especially watch for gamers aiming above cover but with their lens assembly blocked, let them know they need the lens uncovered. It also helps gamers to have their head sensors mounted correctly and make sure the head sensors are not covered by their hat position. The staff should be visible and spread out. Ensure the staff is not all in one place having a chat. They need to be patrolling with their primary focus being on areas of fighting.  Staff may well need to handle first aid issues mostly scratches from foliage or bruises from falling over. The faster these are identified and handled the better. Staff should be on the watch for cheating. The pause IR command is useful to temporarily stop a player cheating and provide a warning. If one team has stolen a flag box or domination box, you may well need to pause the entire mission by radio command to retrieve the box. Staff should provide assistance to the gamers in finding the objective boxes or their medic box. SATR 3 streamlines even sophisticated missions which free up staff for other jobs. 

Once the games start all the devices can be controlled and monitored by the commanding officer. This also means that during the games is the best time to give your staff short breaks, typically 10 minutes. Staff breaks should start from the second mission. When operating commercial gaming, we have found after much trial and error, the following guidelines for mission development, are very important to achieve high levels of consistent customer satisfaction. Try to keep these in mind as you develop your own missions. It is important that sessions finish on time. For this to occur, each mission also has to run to schedule.  In a typical public session, this means each mission runs for exactly 15 minutes. Avoid missions that are not fixed length. In a commercial environment where gamers are paying for every minute of play, they want plenty of action especially for the first couple of missions. Long-range patrols where little happens for extended periods of time should be avoided except for special events. Gamers like shooting and action, they don’t like walking a long way to get a respawn. Keep re-spawns quite close to the objectives. By using an unlimited or high number of re-spawns, every gamer plays the entire mission. Avoid missions where some gamers are eliminated for extended periods. The major underlying goal of the SATR 3 system is to provide compelling live gaming experiences with as few staff as possible. 

To be commercially viable, you need missions with a high gamer-to-staff ratio. Get the technology to do the work to save staffing costs. It’s best to focus missions on team objectives rather than individual champions. With team objectives, more people win and it creates a positive relationship between the team members. Team-oriented missions make it easier to secretly adjust the difficulty level via the game adjustments menu.  Remember, over the course of a session we want everyone to have a win. 

The complexity and physical challenge of the mission must be appropriate to the group. 

A super-fit sports team might well appreciate doing a hill assault; but, a white-collar corporate group will be much happier on flat ground. Generally, avoid complex missions except for veteran gamers that are ready for the challenge.  The themes need to be age-appropriate and culturally sensitive. The major reason for objectives is to encourage gamers to come out of hiding and get into the action. Additionally, a team deathmatch on a large battlefield or one with little cover can result in neither team moving forward.  

Centrally located, supply crates are very useful in a team deathmatch as they act as secondary objectives for the gamers to fight over. Gamers want to explore. This means each mission you run in a session should see teams starting at a different location and where possible fighting over the different ground.  

Avoid running missions where contact is likely to happen in the same place as a mission run earlier in the session. Sometimes gamers will tell you they want it ultra-realistic. Don’t believe them. They may want to imagine the game is very realistic but in reality, they always want to be a hero, they want plenty of action and they don’t want to work too hard.  For marathon battles over 8 hours or more, schedule in a one-hour meal and sit-down breaks for lunch and dinner; even though beforehand they say they want to play without breaks, they will really appreciate having those breaks! The domination game with one or more domination boxes is simple to run and simple to explain. Because every second count in regards to controlling the centrally located domination box, gamers are propelled forward from the first second of the game until the last. Teams receive unlimited re-spawns from their bases. The result is every gamer plays the entire time, no one sits out. Domination works well for any type of group on any battlefield. Supply crates act as secondary objectives and should be placed on both flanks. The Domination box should be put in the center of the battlefield. With more than 80 gamers, use 3 domination boxes as well as 2 supply crates. Domination also works well with 3 teams when only one domination box is used.  The Domination box is placed equally distant from each team. Normally this is in the center of the battlefield but can be in a corner as long as it is fair for both teams.  The Domination box must be out of the line of sight from each team’s base. 

We want the gamers to advance towards the domination box, not shoot it from their base. Typically, 2 domination games are run back to back without a break. After the first game, the teams change ends. The “Change Ends” phrase found in the post-game menu is very useful to get the gamers moving. After changing ends, remember to change the team setting on each medic box, best done from the master controller radio commands switch box teams. Normally the medic box is actually a combination box as it also provides reloads. Supply crates are positioned equidistant from each team’s base on the flanks.

“We are going to run two 15-minute domination missions. This is a domination box, it has two timers, one for the red team and one for the blue team. When you shoot the box, your timer begins, when the other team shoots the box, your timer stops and their timer starts. You have to hit the sensor on the top of the box, so you will need to get in close. The team that has the most amount of time at the end of the game wins. You can tell your team is in control by the color of the light flashing, if the light is flashing red, the red team is in control if it is flashing blue, the blue team is in control. If you’re already in control, don’t try to hit the box; instead, drive back the other team so they can’t hit the box. Every 10 seconds the box will also announce which team is in control. Note, that no one is to move any of the boxes. The medic boxes will provide unlimited re-spawns. When the mission ends, the box will announce the winner.  You can also tell which team has won by the color of the flashing light.  

Supply crates are positioned on each flank.  

It is very important to gain these supplies and keep them away from the opposition. 

Tactical tip: when your team has the box don’t waste bullets shooting it, however as soon as it is lost, shoot it. This is the simplest mission to run and explain to the gamers.  The team with the most kills - wins! To work out who won, first compare the number of re-spawns each team has used. The best way to see the respawn count is the monitor devices from the master controller, where you select a combination box to return the team letter and the number of re-spawns. If the spawn counts are not close, then the team with the fewest re-spawns wins. If the score is close, collect the gamers together by team and count how many were dead on each team when the mission ended. You can see the red hit light stays on if the gamer is dead. The team’s dead is added to the number of re-spawns used to get a total kill count for the opposition team. If you using SAT-R Hub windows software with a custom dongle, it can be configured to calculate the winner by total kill count automatically when the mission ends. Supply crates should be positioned equidistant from the teams and fairly central to the battlefield.  These will act like secondary objectives.

“Listen up.  We are running a 15-minute team deathmatch.  You have 15 minutes to kill the opposition team as much as possible while ensuring your team doesn’t die in the attempt. Keep your eyes up, hide, and keep a lookout for any and all opposition.  You have unlimited re-spawns to assist you, but remember each time you are killed is one more point to the opposition. Controlling at least one supply crate is vital for your success, the team with the best weapons, medical supplies, and shields is likely to win.”

SAT-R 3 offers support for electronic capture of the flag mission. This mission runs for a fixed period of time so you can stay on schedule. Both teams receive unlimited re-spawns from their bases, so everyone plays the entire time. An important consideration for the commanding officer is the position of the flag boxes in relation to the team starting points. Typically, the flag boxes are diagonally opposite each other and the team bases are also diagonally opposite each other. This should form a lop-sided rectangular shape, where the defender’s flag box is near their medic box but is not directly in-line with it. The flag boxes shouldn’t be too easy to defend. Place the flag boxes in forward-positions as shown on the conceptual map.  

Set the team on each flag box.  Looking at the conceptual map, you can see the red box will be set to the red team with the letter R, and the blue box set to the blue team with letter B. 


When you change ends, set both the combination box and the home flag box to the new team with the switch box teams function from the controller. Gamer’s capture a flag by shooting the other team’s flag box.  When they succeed in this, their gaming gun says “flag captured”, and their hit lights flash red and blue. Multiple flags can be in play at any one time. The gamer with a flag must then return to their own team’s flag box and shoot it, to score one flag.  The gaming gun will then say: Flag Returned.  The team with the most number of flags in their flag box wins. To view the score, use the master controller’s monitor device and choose the flag box. The display will show the team and the score, making it easy to see which team is winning, and at the end of the game, who was victorious.  A single supply crate should be placed, in the center of the battlefield equidistant from each team’s base. 

"Ok. Listen up. We are running a 15-minute capture the flag mission. Each team has a flag box. To score a point you need to shoot the other team’s flag box, then without being killed, get back to your flag box and shoot it.  When you shoot the opposition’s flag box your gaming gun will say ‘flag captured’.  When you successfully return a flag to your flag box your gaming gun will say “flag returned”.  A team can have multiple flags in play at the same time. When a gamer has a flag, both hit lights in the head sensor will be flashing. If you see an opposition gamer with a flag, try to kill them before they getaway. Unlimited re-spawns are available from your base. Weapons, aids, and ammunition are available from the supply crate in the center of the battlefield. Let’s do it!" 

The idea of this mission is each team tries to collect money and deposit that into their team’s vault. Money can be collected three ways: either you shoot the money dropbox; kill an opponent that is carrying the money; or, and this is the clincher, stealing money from the other team’s vault. A money drop box should be positioned in a similar way to a domination box, so all teams have an even chance to collect money from it. The money drop needs to be configured via the common menu before the mission starts. Similarly, each team’s vault needs to be configured.  It is important each vault is set to a team. A quick way to set the money drop and Vaults is by choosing them from the recommend options on boot. A Vault will also provide re-spawns to the same team. Vaults are positioned in the team’s base. Since the Vault provides re-spawns and reloads, there is no need for a separate medical box. This mission works with up to 4 teams. In the 4 team scenario rotate each team 90 degrees after each game, and run 4 games.  Perfect for a corporate function.

“Listen up, your goal for this mission is to steal as much money as possible in 15 minutes! In the bank, found in the center of the battlefield, is a money drop box. Shoot the money dropbox to steal any money available. Every 10 seconds more money will be added to the money dropbox. The money dropbox will flash blue when funds are available.  Once you have money, return to your team’s vault.  Watch out, the other team can steal some of your money from the vault. If you do manage to kill a gamer who is carrying money, you receive half of it. Unlimited re-spawns are available from your Vault. Weapons, aids, and ammunition are available from the supply crates. May the best gang win!”

With the Battle Royale mission, the goal is to be the last survivor.  

This can be a free for all or team-based.   

3 or 4 teams are the recommended option. As there are no re-spawns, games should be short.   A maximum of 8 minutes is long enough to get a result, typically it is all over in 5 to 6 minutes.    

End the mission with the controller when there is only one team left that has survivors. The circle is shrunk every minute by default. Anyone outside the zone will get 2 warnings and after that will take 20 points of damage every 5 seconds! Damage is done by radio.   Cover that dramatically affects the radio range will reduce the size of the circle. To make sure everyone that is outside the circles takes damage, make sure at least 1 radio repeater with a whip antenna, is positioned centrally in a high position, such as on top of a building. A Battle Royale box marks the center of the circle.  It should be located off the ground and where possible on high ground to maximize the distance of the initial circle.  

A Battle Box with a whip antenna is selected and from the Recommended Options menu, Battle Royale is chosen.   

The initial circle size is also impacted by the gaming gun models in use, the plastic models such as the Cobra and Blasters have internal antennas’s so the range will be around 40 meters from the central box whereas with metal gaming guns the range will be around 70 meters. 

Heavy cover especially buildings will reduce the radio range. To create multiple safe zones, especially useful with big groups on a large battlefield, employ Battle Royale boxes configured to act as boosters. When running with teams provide at least one supply crate for each team positioned 30 to 40 meters from the battle royale box.  

Each team starts at a supply crate. Additional supply crates should be positioned towards the center of the battlefield. Before each mission collects all the gamers around the Battle Royale Box, explain this is the center. 

For the team version, point out the position of each team’s start point next to a supply crate. After each round rotates each team one position. In the free for all versions give the gamers 30 seconds to find a starting position before starting the game. Because there are no re-spawns, don’t run this first, instead, run at least 2 missions like Domination or Capture the flag before proceeding to Battle Royale. When there are only a few survivors left, the master controller can be used to return a list of current survivors including which team they are on. On the master controller, select monitor and then select gamer and finally for alive only set this to yes. The next mission is Battle Royale; the goal is to be the last team alive. Watch out, there are no re-spawns. Each team will start at a designated supply crate. You should collect better weapons and medical supplies before moving out. At the beginning of the game, the circle extends up to 50 meters from the central box.  

If you go any further you will be outside the circle and will take 20 points of damage every 5 seconds! The circle will shrink, once per minute. While you’re in the circle you will hear a beep every 5 seconds. If you’re outside the circle, you will hear 2 warnings, before you start taking damage. By the 6-minute mark, you will need to be right next to the central box to remain within the circle. The winning team is the one that has the last survivor.